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[TLMC4] Finalists and Voting

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[TLMC4] Finalists and Voting

Text byPlexa
April 29th, 2014 23:54 GMT

At last we're at the business end of the fourth TeamLiquid Map Contest. We were once again fortunate to be able to work with Blizzard on this contest and they will be considering the winning maps for use for WCS Season 3. This season threw a curve ball at the map making community, requesting that they only submit 3-5 player maps for the contest. The result of that was one of the most diverse and interesting set of maps we've seen in a while.

But as multi-spawn maps introduce new complications above simple 2 player maps, we knew balance was going to be something that would need to be carefully examined before being considered by Blizzard. This new challenge for whomever the judges were resulted in us reaching out to the TeamLiquid Strategy team to perform the bulk of the judging duties this season. Our faith in the Strategy team was not misplaced, and they thoroughly examined and tested the potential finalists over the last week and a bit. The result is a set of balanced and interesting finalists that we're excited for you to play on.

We strongly encourage everyone to look at the larger overviews of the maps before casting their vote, simply click on the map image to be taken to a high resolution version of the map. The 1v1 maps also contain comments from the Strategy team about how they expect the map to play out as well as providing insight as to what they saw in each of the maps. But before we give you the results, we would like to explain the judging process that the maps went through this season.

You'll have an opportunity to vote for your favourite maps at the end of this post. Votes will be open until Monday, May 05 12:00am GMT (GMT+00:00).

All of the maps will be shortly uploaded to Battle.net and can be found by searching for the [TLMC] tag.


Judging Process


As with every season of TLMC, the maps were initially screened for quality so that the judges could have a manageable list of maps to fully evaluate. The screening process whittled down the entries to approximately 25 1v1 maps and 12 team maps. The maps were arranged in a spreadsheet containing no information which would identify the maps are belonging to any particular author as to avoid any author biases.

At this point the TL Strategy team took over the judging process. They carefully considered each of the shortlisted maps and eventually settled upon 12 1v1 maps that they wished to test extensively and which team play maps they wanted to put through. The 12 1v1 maps were extensively played by the whole team with an aim to assessing balance and whether or not the maps features were viable or not. At the conclusion of this process the TL Strategy team had settled on 5 1v1 maps which they felt were balanced and enjoyable to play on.

With the judging process now explained, I'm proud to present the finalists for this season of the TeamLiquid Map Contest.



TLMC 4 Finalists (1v1)




KTV Foxtrot Labs
by Uvantak



The least standard map in final voting, Foxtrot represents quite possibly, the greatest push towards "non-standard" that doesn't rely on gimmicks, poor map design, or by providing any one race an overwhelming advantage over another. The map structure with two high ground lanes in the centre is reminiscent of Cloud Kingdom, one of the greatest maps in StarCraft 2 history, and the winner of the first TLMC.

The base layout is non-intuitive and provides for a lot of strategic depth. For now, we believe the map's main focus will be securing one of the main ridges on the map providing control over various attack paths and protecting most of your bases on the low ground. Keep in mind, there are no vertical spawns on this map, which might take some getting used to. Mining out a gold base does more than provide you with minerals on this map, it gives you an additional attack path. However, the gold base is extremely exposed, making the choice to take it a tactical one. Cross positions will also give a slightly different set of tactical choices and attack paths compared to spawning horizontally making this map almost like a two in one map without relying on top/bottom vs left/right asymmetry.

Deadwing
by JessicaSc2



The most macro oriented map in the pool of finalists, Deadwing provides players with a fairly straightforward progression of bases starting with the natural up to the fifth base. Its a large, open map that can punish attacks that are poorly thought out, or well scouted especially in cross positions. In horizontal and vertical positions, dedicated attacks are more likely to succeed due to the narrower attack paths but at the cost of counter attacks becoming more powerful. The central architecture is also varied enough that once you have a large army you can account for flanks and counter attacks when moving across the map regardless of spawn position. The destructible rocks leading into the natural from both sides also provide a strategic depth and variety we are excited to see play out on this map.

CJ Biome
by NemRaC



Biome is a an extremely unique map as it is the only five player map we have ever seen. With forced cross positions, you will always have two bases to scout in order to find your opponent. Rotational symmetry often leads to concerns regarding the third and fourth bases favouring one spawn over another. Surprisingly, Biome seems to break this curse by making everyone's third and fourth bases relatively easy to take and forcing cross spawns.

Well, with easy third and fourth bases you might assume that the games are boring with a lot of turtle play however the air space in this map ensures that this cannot happen. You cannot simply contain your opponent to 4 bases and take the rest of the map. The 360 degree air space you need to defend poses a challenge to turtle play we haven't quite yet seen in StarCraft 2 to date. Warp prisms, dropships, and mutalisks will always be in the back of your mind while playing on this map. The large center also provides a lot of options to outmaneuver any attempt at a contain. Playing this map is all about controlling the center area while staying protected against the gigantic airspace around your four bases.

Catallena
by Timmay



Catellena is the only three player map in the final round of voting and has spawn positions located at 1, 5 and 9. Three player maps naturally give one player a spawn advantage over his opponent and often result in aggressive strategies being used. The rotational symmetry naturally gives players the spawn advantage going in a counter-clockwise direction; meaning easy access to both the forward 3rd directly below the main and an easy access ridge toward the other 3rd. Given that the initial main to main rush distances are quite long, but third base distances being quite near, we at TLStrat foresee a lot of strategies on this map revolving around denying third bases. Protoss players will have a slightly more difficult time taking their third on this map but it is by no means impossible. Zerg players will find that as the game goes longer, their bases become increasingly difficult to defend as they get closer to the center of the map.

Plus the octopus looks fantastic

KTV Kamala Park
by Uvantak

[image loading]


Kamala Park, like waystation, is a two in one map. Players will always spawn in cross positions, but top left/bottom right (industrial) spawns will provide a different architecture than top right/bottom left (grassy) spawns on the map. The two different starting positions on Kamala Park play similarly to one another but the slight differences provide just enough variation without creating positional imbalances that greatly favour any single race. A good mix of open space and ramps in the centre of the map will emphasize strong positioning when entering into any engagement.

The high ground third base is an interesting aspect of the map. The "industrial" spawn position will find the high ground third more difficult to take, as the destructible debris needs to be destroyed in order to make it more easily defensible when taken early. In the "grassy" spawn positions, the third base is easier to take, with the dcestructible debris making it easier to hold against aggression. The high ground third also provides strong defensive options thanks to the ramp. Losing control of this high ground gives your opponent a very powerful forward position to attack you from making its defence absolutely critical in a macro game. Free airspace on the edges of the map is also limited making drop play more difficult to hide from your opponent, weakening harass oriented play on this map considerably.

TLMC 4 Finalists (Team)









Lava Storm (2v2)
by lefix

Features:
- Shared mains, 2 spawn locations
- Map is split in half, connected by small paths
- Teams can choose to defend both halves or focus on controlling one side
- Islands have gold bases if teams are confident they can control the mainland





AEM Solar Flare (2v2)
by NewSunshine

Features:
- Shared mains, 4 spawn locations
- Naturals are disconnected from each other
- This disconnect can make them more difficult to defend from combined attacks
- Long term the game will revolve around controlling the high ground





Korhal Carnage (2v2)
by Sidianthebard

Features:
- Shared mains, forced cross position
- Most aggressive map to make the final list
- Naturals are difficult to take which creates an emphasis on one base play
- There are many destructible rocks which can be used to close or open passages






AEM Preservation (2v2)
by Timetwister22

Features:
- Shared mains, 2 spawn locations
- Modern take on the classic 2v2 map formula
- Each team has an in-base natural that one of the team members can take
- Teams will naturally expand through their half of the map resulting in longer macro oriented games
- The four most central expansions are gold bases and are more difficult to secure


[image loading]
AEM Lunar Curtain (3v3)
by NewSunshine

Features:
- Separate mains, 2 spawn positions
- Spawn positions are 1, 2, 11 vs 5, 7, 8
- Spawn positions will have a big influence on how you choose to play the map
- The 5 and 11 positions are more isolated from the rest of the maps and will often play more macro oriented
- The 1 and 7 positions are the most exposed, and will need to secure an important choke point to expand
- The 2 and 8 positions have an easy to take natural, but will need to break through destructible rocks to reliably assist the team

Sacred Path
by IeZaeL

Features:
- Separate mains, teams spawn on the same side of the divide
- Inspired by the famous 2v2 map 'Iron Curtain' by 송기범 (skb9728_CyGnus)
- Massive wall of destructible rocks makes the center as open or as closed as teams wish
- Gold bases are highly risky to take, but become vital to control in the late game
- Currently featured in TotalBiscuit's SHOUTcraft clan wars



Have your say!



Now that you've had a chance to see the finalists, it's time for the public to have their say on what maps they think are the best. Remember, high placing maps will be considered for use in the ladder by Blizzard so a vote for your favorite map may mean that you'll see that map in a future ladder season!

Thank you for voting! Results will be available as soon as possible.
[/countdown]


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Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 30 2014 00:29 GMT
#2
Congratulations to the finalists and thank you to everyone who submitted!
Administrator~ Spirit will set you free ~
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2014-04-30 00:59:23
April 30 2014 00:58 GMT
#3
Grats finalists! And Kantuva... 2 maps!

And thank you Plexa and TL as a whole for organizing this.

I'm rooting for Sacred Path and Solar Flare in the 2v2 section. Korhal Carnage is also pretty cool looking.
This is it... the alpaca lips.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-04-30 00:59:57
April 30 2014 00:59 GMT
#4
Completely disagree with all of the finalists except Foxtrot Labs, Solar Flare, Sacred Path, and Kamala Park. I particularly dislike Deadwing since it's really ugly and sort of boring.

I would like to know what the thought processes behind not choosing my 2v2 map were if that's ok.
Sorry for the negative comment, I just didn't like a lot of the choices for finalists.
Moderatorshe/her
TL+ Member
Gemini_19
Profile Joined June 2010
United States1238 Posts
April 30 2014 01:20 GMT
#5
omg Kamala Park looks so nice D:
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
April 30 2014 01:22 GMT
#6
Foxtrot was my favorite! Awesome map all around
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2014-04-30 01:43:42
April 30 2014 01:27 GMT
#7
On April 30 2014 09:59 The_Templar wrote:
Completely disagree with all of the finalists except Foxtrot Labs, Solar Flare, Sacred Path, and Kamala Park. I particularly dislike Deadwing since it's really ugly and sort of boring.

I would like to know what the thought processes behind not choosing my 2v2 map were if that's ok.
Sorry for the negative comment, I just didn't like a lot of the choices for finalists.


I dunno... for Deadwing... though I do agree that it seems a bit generic, I do think that there is room for a solid big macro map. I would take Deadwing over Alterzim.

Though I do wish there was at least 1 smaller/micro/low income(edit: low income as in less bases, or harder bases, not "crazy" stuff like FRB or even half bases) map in the finalists - two maps (Deadwing and CJ) have 20 bases each!.

Of course, the opinions of the people who actually tested the maps for a week have a lot more weight than mine. Maybe none of the small maps they tested actually worked in practice.
This is it... the alpaca lips.
Topin
Profile Blog Joined December 2010
Peru10055 Posts
April 30 2014 01:32 GMT
#8
Kantuva!!!!!!!!!!! gratz!!!!!!
i would define my style between a mix of ByuN, Maru and MKP
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
April 30 2014 01:35 GMT
#9
CJ Biome looks like the coolest thing
@RealHeyoka | ESL / DreamHack StarCraft Lead
LockeTazeline
Profile Blog Joined June 2012
2390 Posts
Last Edited: 2014-04-30 01:37:26
April 30 2014 01:36 GMT
#10
I'm not smart enough to say if they're good, but they look cool and sound interesting haha

On April 30 2014 10:35 Heyoka wrote:
CJ Biome looks like the coolest thing

This...
Psione
Profile Joined March 2014
United States45 Posts
April 30 2014 01:41 GMT
#11
Very cool to see all the Finalists. Grats and good luck to everyone!
Community Manager - StarCraft II - Twitter: @PsioneBlizzard
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 30 2014 01:51 GMT
#12
Some reasons Solar Flare needs to be picked for team games:
1. Only 3 other maps in the ladder pool have ever used a 2v2v2v2 setup
2. Gold bases and Rocks everywhere
3. Shared bases but also has size-1 ramps for standard wall-offs
4. This:
+ Show Spoiler +
[image loading]
~ ~ <°)))><~ ~ ~
Thaniri
Profile Blog Joined March 2011
1264 Posts
Last Edited: 2014-04-30 02:12:47
April 30 2014 01:54 GMT
#13
Why You Should Vote For Catallena:

1) With rush distances from main to main long but from third to third short, you can always expect a high octane macro game on this map. Who doesn't love seeing insane multitasking and aggression in tournament play?

2) The center pillars with the cliffs poking in between them make for a myriad of different possible mid-map engagements. Army movement is an art on this map, and the micro you will see in large scale engagements is like nothing we've seen before.

3) It's got the perfect balance between air space and ground space. Air play is strong, but not the de-facto greatest possible strategy. Having variance in possible playstyle on each map makes it more fun to watch as each game can be different.

4) You think those cliffs above the natural are imbalanced for siege tanks? Think again. The map maker is so smart and awesome that he knew that those cliffs should be unpathable.

5) It's got a motherfucking octopus flair in the middle. You thought the space shark was a cool mark? How about a gigantic octopus. There's a reason sharks don't fuck with these bastards that can strangle the shit out of them. Especially when they are 50x bigger.

6) Do you see rocks anywhere? No? It's because this map is wicked without them. There are no gimmicks needed, and please let there be one map on the ladder that doesn't have speed bumps in gameplay.

7) Catallena is the name of a KPOP album. It is a known fact that all starcraft players love kpop regardless of cultural background.
This should be enough to convince you that Catallena is the next Daybreak. But instead of eventually becoming imbalanced and too repetitive, Catallena will consistently rock your socks off over the next few seasons.
LemonyTang
Profile Joined March 2011
United Kingdom428 Posts
April 30 2014 02:02 GMT
#14
Holy damn, every one of those maps looks incredible.
Mvp #1
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 30 2014 02:06 GMT
#15
On April 30 2014 10:51 TheFish7 wrote:
Some reasons Solar Flare needs to be picked for team games:
1. Only 3 other maps in the ladder pool have ever used a 2v2v2v2 setup
2. Gold bases and Rocks everywhere
3. Shared bases but also has size-1 ramps for standard wall-offs
4. This:
+ Show Spoiler +
[image loading]

Listen to this person plz.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 30 2014 02:08 GMT
#16
Yeah Solar Flare actually looks awesome upon further inspection. Vote it pls
Moderatorshe/her
TL+ Member
Scarx
Profile Joined June 2013
Germany49 Posts
April 30 2014 02:11 GMT
#17
Kamala Park looks really cool, they way it handles the different spawns seems really awesome and smart!
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
April 30 2014 02:16 GMT
#18
CJBiome is by far the coolest map (aesthetically) :D
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 30 2014 02:30 GMT
#19
I guess we'll be playing on Alterzim a while longer, lol.
SC2 Mapmaker
S1eth
Profile Joined November 2011
Austria221 Posts
April 30 2014 02:30 GMT
#20
I have a hard time imagining how those 1v1 maps are going to play out (and I'm surely not the only one).
I take it that there won't be a TLMC tournament this time? So most people will decide on a whim based on looks...

CJBiome. A completely flat (except for the mains) map without any chokes whatsoever?
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